Moi je jongle avec avec celle que j'ai sur le creenshot qui coute une blinde mais que j'ai trouver et l'abakan , ca depend des maps ou je trouve des munitions !
Moi je jongle avec avec celle que j'ai sur le creenshot qui coute une blinde mais que j'ai trouver et l'abakan , ca depend des maps ou je trouve des munitions !
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Petits joueurs.
Je joue en Maître et en phase finale mon arsenal est :
- Chaser amélioré pour la courte distance,
- Raging Bull avec lunette pour la moyenne distance,
- Vintar BC (Vintorez) amélioré pour la longue distance,
- SVD Dragounov amélioré pour la très longue distance.
Que du très lourd niveau dégâts infligés.
Et ça ce n'est que ce que j'utilise fréquemment, le coffre d'une de mes UAZ-469 et de ma Moskvitch sont blindés de matos létal.
Je ne suis pas assé maso pour jouer en Maitre , je me contente du mode Stalker et c'est deja suffisamment difficile pour moi :/
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Bon je me sui spromener autour de la central, mais j'ai gaspiller tout mes munitions a la chasse au mutants je vais repartir faire le plein et finir quelques mission annexe avant de revenir et rentrer dessous car j'ai peur de ce qui m'attends
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Moi aussi entre les mutants et les monolithes, j'ai dû revenir en arrière pour faire le plein.
Par contre, dessous, je suis resté sur ma faim...
Je viens d'entrer dans le X2, au Générateurs, mais j'ai eu un méchant plantage en entrant dans une piece (le vestiaire du vanilla ou on trouve tout plein de loot) qui m'a fait redémarrer le PC.
C'est pas trop grave un petit plantage de temps en temps , avant les patchs une fois arrivé autour de la centrale ,générateur , x7 c'était un plantage toutes les 2 minutes sans exagerer .
Je trouve que la centrale est vraiment sous exploitée , on peut s'y promener tout autour mais il n'y a rien a faire , c'est dommage .
Burne yourself !!!
Oui comparer a SOC , avec les teleporteur et tout c'etait un grand moment, mais c'est sympa de faire le tour mais bof !
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Oui, ils auraient largement pu nous en mettre plus dans le sarcophage, parce que là, à part une poignée de zombis et 2-3 rats, c'est vide de chez vide... J'en reviens toujours au DMX, mon mod de référence, ou là c'était blindé de mutants et de monolithes.
Ben moi paradoxalement j'ai apprécié que Pripyat et le Sarcophage soient moins bourrin, mais c'est vrai que pour ce dernier au final ça fait un peu vide (en comparaison avec SoC) et surtout le propos final est, à mon avis, ridicule.
Crote je me suis coincer dans X16 , il m'a prevenue que j'etait pas equiper pour y aller et ca a charger quand meme, mais c'est plein de zombie super long a tuer du coup plus de munitions , bon j'ai recharger bien avant car je pouvais plus en sortir
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Décidément, le X2 est très instable chez moi, je viens encore de me chopper un méchant plantage... C'était comment pour vous les canards qui l'ont fait?
Edit: 3eme fois que je vais au X2, 3eme plantage... jamais au même endroit, et pas de fatal error dans les logs.
Edit bis: 4eme plantage... je le sent mal ce labo...
Dernière modification par madinina21 ; 25/11/2014 à 00h57.
Bon, suis quand même arriver à faire le X2 (après 5 plantages), mais il est sensible ce niveau, faut pas faire n'importe quoi et bien respecter l'ordre des missions.
Par contre, après, je suis resté sur ma faim... c'est une drôle de fin.
Et bien que l'on puisse continuer en free play, je me tâte, mon matos est dans la bagnole qui était sur la map générateur, mais qui a disparue à ma sortie du X2. J'ai reçu une autre mission en sortant de chez Sid, en fouillant un macab à coté du bunker, mais ça ne m'a pas l'air très passionnant.
Mon impression sur le mod, c'est qu'il y avait moyen de faire bien plus de choses, il y a plein de maps et de trucs vides, inutilisés... il ne me semble pas du tout fini ce mod, j'ai le sentiment qu'ils en avaient marre et qu'ils l'on balancés tel quel pour en finir avec et passer à autre chose... c'est du travail bâclé pour moi, je ne sais pas encore si je vais refaire une autre partie ou si je retourne sur le DMX, bien plus instable mais beaucoup plus rempli et fini.
Outre l’impression de vide, ce qui m'a le plus gêné c'est la limite de poids (surtout qu'on se retrouve avec des éléments de quêtes inutiles que l'on ne peux pas retirer, mais qui pèsent), et le peu de visibilité la nuit, même avec la night vision améliorée. J’aurai apprécié un peu plus de fight aussi.
Je partage ton point de vue, mais c'est gratos donc on va pas non plus jeter la pierre c'ets claire que par endroits c'est bien vide, je tremble de descendre dans un sous terrain et au final y a rien a par de la radioactivité bien chiante qui tue !
Bon la moi je me prommene a la campagne et je suis un peut coincé j'ai plus de munition c'est chiant et mes armes sont abimer en plus Je galére quoi !
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Oui a pieds mais j'ai trouver un caisse qui roule bien pass bien les obstacles et ne consomme pas trop la je suis retourner au bar en passants par les entrepots, j'avais laisser des munitions je me refait un stock et le coffre de la voiture c'est pratique , j'ai aussi trouver un marchant dans la zone entrepot il a pas mal de matos le gars
La caisse :D
Le contenue du coffre des trucs a vendre lol et d'autre je garderai
Tien je viens de voir que ma voiture est un ennemi
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Ah ben voilà, t'as trouvé la Moskvitch. A Dark Scape?
Parfaite pour parcourir les maps Dark Scape, Forest et Countryside, de long en large.
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Oui.
Tout.
---------- Post added at 20h39 ---------- Previous post was at 20h38 ----------
La UAZ-469 est plus tout terrain mais elle consomme plus.
Il ya des sous terrain a dark space j'ai l'impression qu'il ya un nain qui me soulève mais je ne vois jamais ?
---------- Post added at 21h17 ---------- Previous post was at 21h01 ----------
Tien pour les probleme de poids, j'ai pas tester mais je suis tombe rla dessus !
http://www.kitguru.net/forum/pc-gami...kes-etc-3.html
Code:For a carry weight of 90 and max weight of 100 I made the changes in the files below with notepad. \S.T.A.L.K.E.R. - Lost Alpha\gamedata\config\system max_weight = 90 \S.T.A.L.K.E.R. - Lost Alpha\gamedata\config\creatures\actor max_item_mass = 90.0 max_walk_weight = 100
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Le pb, c'est que je n'ai pas le dossier "system" dans "config"
J'ai juste ça:
Sans titre 1.jpg
A oui moi aussi , mais maintenant ca me revient a l'epoque , il y avait un unpacker STALKER_Data_Unpacker_EN.exe , je l'ai encore et on peut decompresser les gamedata, le fait de décompresser pérmétait de diminuer les temps de chargement et dedans ya bien sur tout les fichier , il falait aussi modifier un fichier pour que le jeu aille checher les fichier dans les dossiers decompresser plutot que dans les gamedata !
---------- Post added at 23h21 ---------- Previous post was at 23h16 ----------
Eventuellement peut etre juste en créant le fichier je ne sais pas si le jeu cherche pas par default les fichier dans les repertoire et va les chercher dans les gamedata s'il ne les trouve pas ??
Je testerai cela demain tien
system.ltx
-----------------------------------------------Code:;==================================================================== ;--/ config-file: "system.ltx" ;--/ Last edit: 04.08.2012 ;==================================================================== #include "defines.ltx" #include "prefetch\prefetch.ltx" #include "weathers\environment.ltx" #include "creatures\monsters.ltx" #include "creatures\stalkers.ltx" #include "weapons\weapons.ltx" #include "creatures\actor.ltx" #include "misc\zones.ltx" #include "misc\postprocess.ltx" #include "misc\effectors.ltx" #include "creatures\helicopter.ltx" #include "external.ltx" #include "creatures\game_relations.ltx" #include "misc\items.ltx" ;--/#+# #include "mp\mp_actor.ltx" #include "mp\team_logo.ltx" #include "mp\weapons_mp\ammo_mp.ltx" #include "mp\weapons_mp\weapons_mp.ltx" #include "mp\weapons_mp\outfit_mp.ltx" #include "mp\weapons_mp\items_mp.ltx" ;--/ Game types #include "mp\SoundMessages\mp_snd_messages.ltx" #include "mp\SoundMessages\ahunt_snd_messages.ltx" #include "mp\SoundMessages\dm_snd_messages.ltx" #include "mp\SoundMessages\tdm_snd_messages.ltx" #include "mp\deathmatch_game.ltx" #include "mp\teamdeathmatch_game.ltx" #include "mp\artefacthunt_game.ltx" #include "evaluation.ltx" #include "fonts.ltx" #include "alife.ltx" ;--/ Smart Terrain #include "misc\smart_terrain.ltx" ;--/ Respawns #include "misc\respawn.ltx" #include "creatures\spawn_sections.ltx" ;--/ Extra Content #include "extracontent.ltx" #include "localization.ltx" ;------------------------------------------------ #include "files_sect.ltx" ;--/#+# ;------------------------------------------------ ;------------------------------------------------ ;--/Lost Alpha engine config #include "lost_alpha\lost_alpha_cfg.ltx" ;--/#+# SkyLoader ;------------------------------------------------ ;------------------------------------------------ [inventory] ;------------------------------------------------ take_dist = 2 max_weight = 50 max_ruck = 56 max_belt = 18 ;5 ;16 slots = 11 slot_name_1 = Knife slot_name_2 = "Light gun" slot_name_3 = "Heavy gun" slot_name_4 = Grenades slot_name_5 = Apparatus slot_name_6 = Throw slot_name_7 = Outfit slot_name_8 = PDA slot_name_9 = Detector slot_name_10 = Torch slot_persistent_1 = false ;--/ knife slot_persistent_2 = false ;--/ pistol slot_persistent_3 = false ;--/ automatic slot_persistent_4 = true ;--/ grenades slot_persistent_5 = false ;--/ binocular slot_persistent_6 = true ;--/ bolt slot_persistent_7 = false ;--/ outfit slot_persistent_8 = true ;--/ pda slot_persistent_9 = true ;--/ detector slot_persistent_10 = false ;--/ torch ;-------------------------------------------------------------------- ;--/ Objects ;-------------------------------------------------------------------- [physic_object] GroupControlSection = spawn_group $spawn = "physics\object" $prefetch = 8 class = O_PHYS_S remove_time = 60 ;-- after this time unbreaked removable bone will be removed script_binding = bind_physic_object.init [physic_destroyable_object] GroupControlSection = spawn_group $spawn = "physics\destroyable_object" ;$prefetch = 8 class = P_DSTRBL remove_time = 60 ;-- after this time unbreaked removable bone will be removed script_binding = bind_physic_object.init [lights_hanging_lamp] GroupControlSection = spawn_group $spawn = "physics\hanging lamp" class = O_HLAMP script_binding = bind_physic_object.init [search_light] GroupControlSection = spawn_group $spawn = "physics\search light" class = O_SEARCH cform = skeleton visual = equipments\projector.ogf script_binding = bind_physic_object.init ;-------------------------------------------------------------------- [script_object] GroupControlSection = spawn_group $spawn = "script\script object" ;-- option for Level Editor $npc = on ;-- option for Level Editor ;$prefetch = 32 Scheduled = on ;-- option for ALife Simulator Human = off ;-- option for ALife Simulator cform = skeleton ;-- collision class class = SCRPTOBJ ;-- AI class [custom_script_object] GroupControlSection = spawn_group discovery_dependency = $spawn = "scripts\custom_object" cform = skeleton class = NW_ATTCH visual = equipments\item_fmradio.ogf cost = 0 inv_name = "custom_script_object" inv_name_short = "custom_script_object" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 0, 0, 0 attach_position_offset = 0.08, 0.04, 0.03 attach_bone_name = bip01_r_hand [breakable_object] class = O_BRKBL remove_time = 10 ;--after remove_time seconds object will be removed after it is breaked immunity_factor = 1.3 ;--hit power multiplier hit_break_threthhold = 0. ;--weapon impact can stand breakable_object collision_break_threthhold = 2000.f ;--collision impact can stand breakable_object [climable_object] class = O_CLMBL [ph_skeleton_object] class = P_SKELET remove_time = 120 [graph_point] class = AI_GRAPH $spawn = "ai\graph point" [spawn_group] GroupControlSection = spawn_group $spawn = "ai\spawn group" ;--option for Level Editor class = AI_SPGRP [spawn_group_zone] GroupControlSection = spawn_group_zone $spawn = "ai\group zone" ;--option for Level Editor class = AI_SPGRP [script_zone] GroupControlSection = $spawn = "ai\script zone" ;$prefetch = 4 class = SCRIPTZN script_binding = xr_zones.bind [space_restrictor] GroupControlSection = spawn_group_restrictor $spawn = "ai\space_restrictor" ;$prefetch = 64 class = SPC_RS_S script_binding = bind_restrictor.bind [level_changer] GroupControlSection = $spawn = "ai\level changer" ;$prefetch = 4 class = LVL_CHNG [zone_team_base] $spawn = "network\team base" class = Z_TEAMBS GroupControlSection = spawn_group_zone [spectator] $player = on class = SPECT [??tg_event] class = EVENT ;-------------------------------------------------------------------- #include "lost_alpha\la_objects.ltx" ;--/#+# ;-------------------------------------------------------------------- [sound] occlusion_scale = 0.4 snd_collide_min_volume = 0.1 snd_collide_max_volume = 100. [demo_record] speed0 = 0.3 ;60 speed1 = 3.0 ;60 speed2 = 15.0 ;60 speed3 = 60.0 ang_speed0 = 0.1 ang_speed1 = 0.5 ang_speed2 = 7.0 ang_speed3 = 2.0 ;------------------------------------------------ [explosion_marks] wallmarks = wm\wm_grenade dist = 0.5 ;2.4 size = 0.6 ;0.4 max_count = 5 [bloody_marks] wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3 dist = 3.5 ;2.4 ;--(м) max рассто¤ние отлета крови max_size = 0.8 ;0.3 ;--(м)радиус п¤тна при хите силой nominal hit по большому объекту (по маленькому *0.5) min_size = 0.06 ;--(м)минимальный радиус п¤тна nominal_hit = 0.8 ;--величина номинального хита, при котором разлетаетс¤ максимум крови (max_size) ;--/ капли крови blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4 start_blood_size = 0.4 ;--размер раны чтоб начала капать кровь stop_blood_size = 0.025 ;--размер раны чтоб кровь остановилась (должно быть меньше start_blood_size) blood_drop_time = 0.5 ;--OBSOLETE blood_drop_time_min = 0.8 blood_drop_time_max = 3.0 blood_drop_size = 0.1 ;--размер капли (м) крови, котора¤ упала [pda_spot_highlight] color = 255, 36, 0, 255 [inventory_color_ammo] color = 128, 128, 255, 255 [entity_fire_particles] fire_particles = damage_fx\burn_creatures start_burn_size = 0.0003 ;--размер ожега после которого начать играть партиклы огн¤ stop_burn_size = 0.0001 ;--размер ожега после которого остановить партиклы min_burn_time = 10000 ;--минимальное врем¤ отыгрыша партиклов (даже если рана уже зажила) [hud_cursor] ;--all sizes in percentes from screen length cross_length = 0.0 ;--length "stick" of crosshair min_radius = 0.1 ;--minimal radius max_radius = 0.1 ;--max radius radius_lerp_speed = 1 ;--speed of interpolation placements of crosshair cross_color = 1.0,1.0,1.0,1.0 ;--color of crosshair disp_scale = 0.1 ;--scale of crosshair (relatively radians) [hud_hitmark] hit_mark_texture = ui\ui_hud_hit_mark ;ui\ui_hud_hit_mark ;ui\ui_hud_hit_mark_01 ;ui\ui_hud_hit_mark_02 ;ui\ui_hud_hit_mark_03 ;ui\ui_hud_hit_mark_04 ;ui\ui_hud_hit_mark_05 ;ui\ui_hud_hit_mark_06 ;ui\ui_hud_hit_mark_07 ;ui\ui_hud_hit_mark_08 ;ui\ui_hud_hit_mark_09 ;ui\ui_hud_hit_mark_10 ;ui\ui_hud_hit_mark_11 ;ui\ui_hud_hit_mark_12 ;ui\ui_hud_hit_mark_13 ;ui\ui_hud_hit_mark_14 ;ui\ui_hud_hit_mark_15 ;ui\ui_hud_hit_mark_16 ;ui\ui_hud_hit_mark_17 ;ui\ui_hud_hit_mark_18 ;-------------------------------------------------------------------- [actor_firsteye_cam] apply_inert = on lim_pitch = -1.57, 1.57 lim_yaw = 0, 0 rot_speed = 3.14, 3.14, 0 [actor_ladder_cam] lim_pitch = -1.5, 1.5 lim_yaw = -1.0, 1.0 rot_speed = 3.14, 3.14, 0 [actor_free_cam] ;---------------- apply_inert = off lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 lim_zoom = 0.4, 10 rot_speed = 3.14, 1.0, 10 [actor_look_cam] lim_pitch = -0.7, 1 lim_yaw = 0, 0 lim_zoom = 1.1, 5 rot_speed = 2, 2, 2 offset = 0.4,0.2,-0.2 [mounted_weapon_cam] lim_pitch = -0.5, 0.5 lim_yaw = -2.0, 2.0 rot_speed = 3.14, 1.0, 0 [car_firsteye_cam] apply_inert = on lim_pitch = -0.5, 0.3 lim_yaw = -2.0, 2.0 rot_speed = 3.14, 1.0, 0 [car_free_cam] apply_inert = on lim_pitch = 0, 1.56 lim_yaw = 0, 0 lim_zoom = 1, 7 rot_speed = 3.14, 1.0, 10 [car_look_cam] apply_inert = on lim_pitch = 0, 1.56 lim_yaw = 0 , 0 lim_zoom = 1, 7 rot_speed = 25, 1.0, 10 [actor_look_cam_psp] lim_pitch = -0.7, 1 lim_yaw = 0, 0 lim_zoom = 1.1, 5 rot_speed = 2, 2, 2 offset = 0.4,0.2,0 autoaim_speed_y = 0, 0 autoaim_speed_x = 0, 0 [heli_free_cam] lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 lim_zoom = 5, 25 rot_speed = 3.14, 1.0, 10 [heli_front_cam] ;lim_yaw = -0.01,0.01 lim_pitch = -1.2, 1.2 lim_yaw = -1.5, 1.5 rot_speed = 3.14, 1.5, 0 [heli_look_cam] lim_pitch = 0, 1.56 lim_yaw = 0, 0 lim_zoom = 5, 15 rot_speed = 3.14, 1.0, 10 [interface] font_game = font_game font_small = font_small [zone_pick_dof] far = 10.0 near = -1500.0 ;--параметры показывани¤ вход¤щих сообщений PDA в главном меню [maingame_ui] pda_msgs_max_show_time = 20000 info_msgs_max_show_time = 10000 snd_new_contact = detectors\contact_1 snd_new_contact1 = detectors\contact_8 [multiplayer_skins] stalker_killer_head_1 = 0,380 stalker_killer_antigas = 128,380 stalker_killer_head_3 = 256,380 stalker_killer_mask = 384,380 stalker_killer_exoskeleton = 512,380 stalker_sci_killer = 640,380 stalker_killer_military = 768,380 stalker_sv_balon_10 = 0,705 stalker_sv_hood_9 = 128,705 stalker_sv_rukzak_3 = 256,705 stalker_sv_rukzak_2 = 384,705 stalker_sv_exoskeleton = 512,705 stalker_sci_svoboda = 640,705 stalker_sv_military = 768,705 [main_ingame_indicators_thresholds] ;skyloader: not used, new section is [la_main_ingame_indicators_thresholds] radiation = 0.1,0.25,0.4,0.55,0.7 wounds = 0.01,0.2,0.4,0.6,0.8 jammed = 0.5,0.6,0.7,0.8,0.9 starvation = 0.5,0.6,0.7,0.8,0.9 fatigue = 0.3,0.6,0.7,0.8,0.9 [tutorial_conditions_thresholds] max_power = 0.75 power = 0.1 bleeding = 0.4 satiety = 0.5 radiation = 0.1 weapon_jammed = 0.9 psy_health = 0.5 [squad_manager] schedule_min = 1 schedule_max = 999 [agent_manager] schedule_min = 100 schedule_max = 1000 [collision_damage] bonce_damage_factor_for_objects = 1. [physics] object_damage_factor = 1.2f [details] swing_normal_amp1 = .1 swing_normal_amp2 = .05 swing_normal_rot1 = 30.0 swing_normal_rot2 = 1.0 swing_normal_speed = 2.0 ;--fast swing_fast_amp1 = 0.35;0.25 swing_fast_amp2 = .20;0.15 swing_fast_rot1 = 5 swing_fast_rot2 = .5;0.75 swing_fast_speed = 0.5;1 [script] current_server_entity_version = 7 ;----------------------------------------------------------------- ;--/ Trade ;----------------------------------------------------------------- [trade] ;--коэффициенты изменени¤ цены при торговле в зависимости от отношени¤ к персонажу ;--линейно апроксимируютс¤ между значени¤ buy_price_factor_hostile = 1 ;--коэффициент покупки при goodwill = -100 buy_price_factor_friendly = 1 ;--коэффициент покупки при goodwill = 100 sell_price_factor_hostile = 1 ;--коэффициент покупки при goodwill = -100 sell_price_factor_friendly = 1 ;--коэффициент покупки при goodwill = 100 ;------------------------------------------------ ;--/ √≈Ќ≈–ј“ќ–џ »ћ≈Ќ ;------------------------------------------------ [stalker_names_stalker] name_cnt = 102 last_name_cnt = 599 [stalker_names_bandit] name_cnt = 36 last_name_cnt = 180 [stalker_names_science] name_cnt = 14 last_name_cnt = 27 [stalker_names_private] name_cnt = 1 last_name_cnt = 200 [stalker_names_sergeant] name_cnt = 1 last_name_cnt = 200 [stalker_names_lieutenant] name_cnt = 1 last_name_cnt = 200 [stalker_names_captain] name_cnt = 1 last_name_cnt = 200 ;-------------------------------------------------------------------- [ph_capture_visuals] ;--/ список объектов которые можно таскать. ;-------------------------------------------------------------------- ;--/ bandit actors\bandit\stalker_bandit_1 actors\bandit\stalker_bandit_2 actors\bandit\stalker_bandit_3 actors\bandit\stalker_bandit_4 actors\bandit\stalker_bandit_5 actors\bandit\stalker_bandit_6 actors\bandit\stalker_bandit_7 actors\bandit\stalker_bandit_8 actors\bandit\stalker_bandit_9 actors\bandit\stalker_bandit_borov actors\bandit\stalker_bandit_drunk actors\bandit\stalker_bandit_master actors\bandit\stalker_bandit_veteran ;--/ dolg actors\dolg\stalker_do_antigas actors\dolg\stalker_do_balon_1 actors\dolg\stalker_do_balon_2 actors\dolg\stalker_do_balon_3 actors\dolg\stalker_do_balon_4 actors\dolg\stalker_do_balon_5 actors\dolg\stalker_do_balon_6 actors\dolg\stalker_do_balon_7 actors\dolg\stalker_do_balon_8 actors\dolg\stalker_do_balon_80 actors\dolg\stalker_do_exoskeleton actors\dolg\stalker_do_komandir actors\dolg\stalker_do_mask actors\dolg\stalker_do_mask_1 actors\dolg\stalker_do_nauchniy ;--/ ecolog actors\ecolog\stalker_ecolog actors\ecolog\stalker_ecolog_military ;--/ killer actors\killer\stalker_ki_antigas actors\killer\stalker_ki_exoskeleton actors\killer\stalker_ki_head_1 actors\killer\stalker_ki_head_2 actors\killer\stalker_ki_head_3 actors\killer\stalker_ki_head_4 actors\killer\stalker_ki_head_5 actors\killer\stalker_ki_head_6 actors\killer\stalker_ki_hero actors\killer\stalker_ki_informator actors\killer\stalker_ki_mask actors\killer\stalker_ki_nauchniy actors\killer\stalker_ki_temp actors\killer\stalker_ki_temp2 ;--/ militari actors\militari\stalker_militari_1 actors\militari\stalker_militari_2 actors\militari\stalker_militari_antigas_1 actors\militari\stalker_militari_antigas_2 ;--/ nauchniy actors\nauchniy\nauchniy_0 actors\nauchniy\nauchniy_1 ;--/ neytral actors\neytral\stalker_bar_security actors\neytral\stalker_neytral_balon_1 actors\neytral\stalker_neytral_balon_2 actors\neytral\stalker_neytral_balon_3 actors\neytral\stalker_neytral_balon_4 actors\neytral\stalker_neytral_balon_5 actors\neytral\stalker_neytral_balon_6 actors\neytral\stalker_neytral_balon_7 actors\neytral\stalker_neytral_balon_8 actors\neytral\stalker_neytral_exoskeleton actors\neytral\stalker_neytral_hood_1 actors\neytral\stalker_neytral_hood_2 actors\neytral\stalker_neytral_hood_3 actors\neytral\stalker_neytral_hood_4 actors\neytral\stalker_neytral_hood_5 actors\neytral\stalker_neytral_hood_6 actors\neytral\stalker_neytral_hood_7 actors\neytral\stalker_neytral_hood_8 actors\neytral\stalker_neytral_hood_9 actors\neytral\stalker_neytral_hood_uzor actors\neytral\stalker_neytral_nauchniy actors\neytral\stalker_neytral_rukzak_1 actors\neytral\stalker_neytral_rukzak_2 actors\neytral\stalker_neytral_rukzak_3 actors\neytral\stalker_neytral_rukzak_4 actors\neytral\stalker_neytral_rukzak_5 actors\neytral\stalker_neytral_rukzak_6 actors\neytral\stalker_neytral_rukzak_7 actors\neytral\stalker_prizrak ;--/ novice actors\novice\green_stalker_1 actors\novice\green_stalker_10 actors\novice\green_stalker_11 actors\novice\green_stalker_2 actors\novice\green_stalker_3 actors\novice\green_stalker_4 actors\novice\green_stalker_5 actors\novice\green_stalker_6 actors\novice\green_stalker_7 actors\novice\green_stalker_8 actors\novice\green_stalker_9 actors\novice\green_stalker_antigas ;--/ soldier actors\soldier\soldier_antigas actors\soldier\soldier_bandana actors\soldier\soldier_bandana_1 actors\soldier\soldier_bandana_2 actors\soldier\soldier_bandana_3 actors\soldier\soldier_bandana_4 actors\soldier\soldier_bandana_5 actors\soldier\soldier_bandana_6 actors\soldier\soldier_beret actors\soldier\soldier_beret_1 actors\soldier\soldier_beret_2 actors\soldier\soldier_beret_3 actors\soldier\soldier_beret_4 actors\soldier\soldier_beret_5 actors\soldier\soldier_mask actors\soldier\soldier_obichniy actors\soldier\soldier_spetsnaz actors\soldier\stalker_military_black actors\soldier\stalker_military_green ;--/ stalker_zombi actors\stalker_zombi\stalker_zombie_specnaz actors\stalker_zombi\stalker_zombie1 actors\stalker_zombi\stalker_zombie2 actors\stalker_zombi\stalker_zombie3 actors\stalker_zombi\stalker_zombie4 actors\stalker_zombi\stalker_zombie5 actors\stalker_zombi\stalker_zombie6 actors\stalker_zombi\stalker_zombie7 actors\stalker_zombi\stalker_zombie8 actors\stalker_zombi\zombie_exoskeleton actors\stalker_zombi\zombie_fresh_0 actors\stalker_zombi\zombie_fresh_1 actors\stalker_zombi\zombie_fresh_2 ;--/ svoboda actors\svoboda\stalker_sv_balon_1 actors\svoboda\stalker_sv_balon_10 actors\svoboda\stalker_sv_cook actors\svoboda\stalker_sv_exoskeleton actors\svoboda\stalker_sv_hood_9 actors\svoboda\stalker_sv_hood_91 actors\svoboda\stalker_sv_leader actors\svoboda\stalker_sv_max actors\svoboda\stalker_sv_nauchniy actors\svoboda\stalker_sv_rukzak_1 actors\svoboda\stalker_sv_rukzak_1_1 actors\svoboda\stalker_sv_rukzak_2 actors\svoboda\stalker_sv_rukzak_3 actors\svoboda\stalker_sv_rukzak_3_1 ;--/ ucheniy actors\ucheniy\ucheniy_1 actors\ucheniy\ucheniy_2 actors\ucheniy\ucheniy_3 actors\ucheniy\ucheniy_4 ;--/ monolith actors\monolit\stalker_mo_exo actors\monolit\stalker_mo_head_1 actors\monolit\stalker_mo_head1 actors\monolit\stalker_mo_hood_9 actors\monolit\stalker_mo_mask actors\monolit\stalker_mo_nauchniy ;--/Original monsters monsters\dog\dog monsters\dog\dog_cmn_1 monsters\dog\dog_bulterier monsters\dog\dog_bulterier_dead monsters\dog\dog_dead monsters\dog\dog_red monsters\dog\dog_red_dead monsters\dog\dog_white monsters\dog\dog_white_dead monsters\kontroler\kontroler monsters\kontroler\kontroler_2 monsters\kontroler\kontroler_3 monsters\kontroler\kontroler_4 monsters\kontroler\kontroler_5 monsters\kontroler\kontroler_dead monsters\krovosos\krovosos monsters\krovosos\krovosos_dead monsters\krovosos\krovosos_strong monsters\krovosos\krovosos_strong_xray monsters\krovosos\krovosos_xray monsters\poltergeist\poltergeist monsters\poltergeist\poltergeist_strong monsters\poltergeist\poltergeyst_dead monsters\pseudodog\pseudodog monsters\pseudodog\pseudodog_dead monsters\pseudodog\pseudodog_grey monsters\pseudodog\pseudodog_grey_dead monsters\snork\snork monsters\snork\snork_dead monsters\tushkano\tushkano monsters\tushkano\tushkano_dead monsters\cat\cat ;--/Cut monsters monsters\crow\crow monsters\rat\rat_1 monsters\rat\rat_2 monsters\rat\rat_3 monsters\rat\rat_4 monsters\zombi\zombi_1 monsters\zombi\zombi_1_ghost monsters\zombi\zombi_2 monsters\zombi\zombi_3 monsters\zombi\zombi_4 monsters\zombi\zombi_8 monsters\zombi\zombi_trup monsters\zombi\zombi_trup_2 monsters\karlik\karlik monsters\karlik\karlik_1 monsters\karlik\karlik_4 monsters\dark_stalker\dark_stalker monsters\dark_stalker\dark_stalker_boss monsters\dark_stalker\dark_stalker_novice monsters\dark_stalker\dark_stalker_veteran monsters\dark_stalker\dark_stalker_master monsters\dark_stalker\dark_stalker_general monsters\dark_stalker\dark_stalker_general_1 monsters\dark_stalker\dark_stalker_general_8 ;====================================================================
Actor.ltx
Code:[actor_terrain] 255,255,000,255 [actor]:human_base GroupControlSection = spawn_group $spawn = "actor" $ed_icon = ed\ed_actor $player = on $prefetch = 16 cform = skeleton class = O_ACTOR money = 40 ; option for level editor rank = 3; script_binding = bind_actor.bind ;--/#~# (old: bind_stalker.actor_init) visual = actors\hero\stalker_novice.ogf default_outfit_legs = actors\hero\legs\stalker_novice.ogf destroyed_vis_name = physics\Dead_Body\skelet_crash terrain = actor_terrain max_item_mass = 50.0 jump_speed = 6.5 ;7.0 ;crouch_coef = 0.76 //by CzechDeath was 0.45 ;climb_coef = 0.8 ;run_coef = 2.2 //CzechDeath2.0 ;2.4 ;sprint_koef = 2.4 ;3.0 ;run_back_coef = 1.8 //CzechDeath ;walk_back_coef = 0.8 ;air_control_param = 0.1 ;walk_accel = 16 //Czechdeath ;--SkyLoader: ^ these params dont look adjucted, i mean crouch_coef and run_back_coef crouch_coef = 0.45 climb_coef = 0.8 run_coef = 2.0 sprint_koef = 2.4 run_back_coef = 1.5 walk_back_coef = 0.8 air_control_param = 0.1 walk_accel = 15 ;--радиус в котром над предметами выводятся их названия pickup_info_radius = 5 ;3 grenade_radius = 10.0 ;--расстояние (в метрах) на котором актер чувствует гранату (любую) grenade_time = 0.5 ;--время гранаты (сек) после которого актер чувствует гранату ef_creature_type = 17 ;-- option for evaluation functions ;-- attach params attachable_items = device_torch, hand_radio, hand_megafon ;ph_box0_center = 0.0, 0.9, 0.0 ;ph_box0_size = 0.3, 0.9, 0.3 ;ph_box1_center = 0.0, 0.75, 0.0 ;ph_box1_size = 0.3, 0.75, 0.3 ;ph_box2_center = 0.0, 0.45, 0.0 //0.0, 0.6, 0.0 by CzechDeath ;ph_box2_size = 0.3, 0.45, 0.3 //0.35, 0.6, 0.35 by CzechDeath ;stalker_small_restrictor_radius = .45; ;--SkyLoader: ^ these params are bad, they work incorrect with actor legs ph_box0_center = 0.0, 0.9, 0.0 ph_box0_size = 0.35, 0.9, 0.35 ph_box1_center = 0.0, 0.75, 0.0 ph_box1_size = 0.35, 0.75, 0.35 ph_box2_center = 0.0, 0.6, 0.0 ph_box2_size = 0.35, 0.6, 0.35 stalker_small_restrictor_radius = .55; stalker_restrictor_radius = .55;0.55;0.75;0.9 medium_monster_restrictor_radius = 0.1 ph_crash_speed_min = 14 ph_crash_speed_max = 30 ph_collision_damage_factor = 1.0 ph_mass = 90 weapon_bone0 = bip01_r_finger1 weapon_bone1 = bip01_l_finger1 weapon_bone2 = bip01_r_finger11 damage = actor_damage hit_probability_gd_novice = 0.20 hit_probability_gd_stalker = 0.40 hit_probability_gd_veteran = 0.60 hit_probability_gd_master = 0.80 hit_sounds = actor_hit_snds ;--actor condition immunities_sect = actor_immunities_gd_master condition_sect = actor_condition heavy_breath_snd = actor\breath_1 ;--звук тяжелого дыхания при усталости heavy_blood_snd = affects\heartbeat ;-- heart\8 material = creatures\actor camera_height_factor = 0.87 ;--дисперсия стрельбы с учетом ходьбы и бега disp_base = 0.8 ;--угол (в градусах) разлета пуль, когда актер стоит на месте disp_aim = 0.04 disp_vel_factor = 2.0 ;--на сколько увеличится дисперсия при скрости в 10 м/с (не обязательно при беге) disp_accel_factor = 2.0 ;--еще на сколько увеличится, если актер бежит (+ скорость) disp_crouch_factor = -0.2 ;--уменьшение если актер сидит disp_crouch_no_acc_factor = -0.4 ;--уменьшение если актер сидит + no acceleration ;disp_jump_factor = 2.0 missile_throw_offset = 0.3, 0.5, 0.5 body_remove_time = 60000 ;--время уничтожения трупа (с учетом TimeFactor) sleep_time_factor = 1000 ;400 ;--во сколько раз время идет быстрее, когда актер спит max_sleep_hours = 12 ;--species of monster species = actor ;---STEP MANAGER------------------------------------------------------ LegsCount = 2 step_params = stalker_step_manager foot_bones = stalker_foot_bones memory_update_time = 100 ; visibility parameters DynamicObjectsCount = 32 min_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла max_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла visibility_threshold = 1.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 1.0 time_quant = 0.005 decrease_value = 0.1 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5;0 ; фактор освещения (только для Актёра) transparency_threshold = 0.4 ; 0.25 still_visible_time = 5000 ; время, которое объект всё ещё считается видимым, даже если он уже не во фрустуме [actor_immunities_gd_novice] burn_immunity = 0.5 ;коэффициенты иммунитета strike_immunity = 0.5 shock_immunity = 0.5 wound_immunity = 0.5 radiation_immunity = 0.5 telepatic_immunity = 0.5 chemical_burn_immunity = 0.5 explosion_immunity = 0.1 fire_wound_immunity = 0.5 [actor_immunities_gd_stalker] burn_immunity = 0.65 ;коэффициенты иммунитета strike_immunity = 0.65 shock_immunity = 0.65 wound_immunity = 0.65 radiation_immunity = 0.65 telepatic_immunity = 0.65 chemical_burn_immunity = 0.65 explosion_immunity = 0.3 fire_wound_immunity = 0.65 [actor_immunities_gd_veteran] burn_immunity = 0.8 ;коэффициенты иммунитета strike_immunity = 0.8 shock_immunity = 0.8 wound_immunity = 0.8 radiation_immunity = 0.8 telepatic_immunity = 0.8 chemical_burn_immunity = 0.8 explosion_immunity = 0.6 fire_wound_immunity = 0.8 [actor_immunities_gd_master] burn_immunity = 1.0 ;коэффициенты иммунитета strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 1.0 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 1.0 fire_wound_immunity = 1.0 [actor_condition] satiety_v = 0.0 ;--0.000015 ;скорость уменьшения сытости со временем radiation_v = 0.0001 ;скорость уменьшения радиации satiety_power_v = 0.000055 ;увеличение силы при уменьшении сытости satiety_health_v = 0.0001 ;увеличение здоровья при уменьшении сытости satiety_critical = 0.0 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.004 ;уменьшение здоровья при воздействии радиации morale_v = 0.0001 ;скорость восстановления морали psy_health_v = 0.001 ;скорость восстановления psy-здоровья alcohol_v = -0.0003 health_hit_part = 1.0 ;процент хита, уходящий на отнимание здоровья power_hit_part = 0.1 ;процент хита, уходящий на отнимание силы max_power_leak_speed = 0.0 ;накопление усталости (макс граница, до которой восстанавливается сила) в секунду игрового времени max_walk_weight = 60 bleeding_v = 0.0005 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.003 ;скорость заживления раны min_wound_size = 0.0256 ;минимальный размер раны, после которого она считается зажившей ;--when actor in sleep satiety_v_sleep = 0.0 radiation_v_sleep = 0.0003 satiety_power_v_sleep = 0.0001 satiety_health_v_sleep = 0.00001 radiation_health_v_sleep = 0.001 morale_v_sleep = 0.0 psy_health_v_sleep = 0.0 alcohol_v_sleep = -0.0005 bleeding_v_sleep = 0.0 wound_incarnation_v_sleep = 0.0 max_power_leak_speed_sleep = -0.00001; health_restore_v = 0.0001 ;;;;;;;; ;--actor_condition only jump_power = 0.01 ;0.005 ;умешьшение силы с прыжком без учета веса ноши jump_weight_power = 0.05 ;0.045 ;умешьшение силы с прыжком с учетом веса ноши, для максимального допустимого веса overweight_jump_k = 5;10 ;10 ;коэффициент влияние перегрузки прыжок с весом (умножается на jump_weight_power) stand_power = -0.005 walk_power = 0.00001 ;умешьшение силы за секнду во время ходьбы без учета веса ноши walk_weight_power = 0.00005; ;умешьшение силы за секнду во время ходьбы с учетом веса ноши, для максимального допустимого веса overweight_walk_k = 5;9 ;10 ;коэффициент влияние перегрузки ноши (умножается на walk_weight_power) accel_k = 3;5 ;коэффициент на бег (умножается walk_power, walk_weight_power) sprint_k = 75;150;185;180;200; ;коэффициент на "sprint" бег (умножается walk_power, walk_weight_power) ;-- хромота limping_health_begin = 0.1 ;--порог здоровья меньше которого актер начинает хромать limping_health_end = 0.2 ;--порог здоровья больше которого актер перестает хромать limping_power_begin = 0.1 ;--порог силы меньше которого актер начинает хромать limping_power_end = 0.2 ;--порог силы больше которого актер перестает хромать use_limping_state = on cant_walk_power_begin = 0.01 ;--порог силы меньше которого актер не может двигаться cant_walk_power_end = 0.10 ;--порог силы больше которого актер сможет двигаться cant_sprint_power_begin = 0.20 ;--порог силы меньше которого актер не может бежать в спринте cant_sprint_power_end = 0.30 ;--порог силы больше которого актер сможет бежать в спринте can_sleep_callback = dream.can_sleep_callback sleep_video_name_callback = dream.sleep_video_name_callback [actor_damage] ;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale> ;<hit_scale> - коэфф. изменения хита (уменьшения здоровья) ;<wound_scale> - коэфф. изменения величины открытой раны ;-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ!!! ЗАДНИЙ НА АВТОМАТЕ default = 1.0, -1, 1.0 bip01_pelvis = 1.0, 10, 1.5 bip01_spine = 1.0, 10, 1.5 bip01_spine1 = 1.0, 0, 1.5 bip01_spine2 = 1.0, 0, 1.5 bip01_neck = 1.0, 0, 1.5 bip01_head = 0.2, 0, 1.5 eyelid_1 = 0.0, 0, 0.0 eye_left = 0.0, 0, 0.0 eye_right = 0.0, 0, 0.0 jaw_1 = 0.0, 0, 0.0 bip01_l_clavicle = 1.0, 4, 1.5 bip01_l_upperarm = 1.0, 4, 1.5 bip01_l_forearm = 1.0, 4, 1.5 bip01_l_hand = 1.0, 4, 0.5 bip01_l_finger0 = 0.0, 4, 0.0 bip01_l_finger01 = 0.0, 4, 0.0 bip01_l_finger02 = 0.0, 4, 0.0 bip01_l_finger1 = 0.0, 4, 0.0 bip01_l_finger11 = 0.0, 4, 0.0 bip01_l_finger12 = 0.0, 4, 0.0 bip01_l_finger2 = 0.0, 4, 0.0 bip01_l_finger21 = 0.0, 4, 0.0 bip01_l_finger22 = 0.0, 4, 0.0 bip01_r_clavicle = 1.0, 2, 1.5 bip01_r_upperarm = 1.0, 2, 1.5 bip01_r_forearm = 1.0, 2, 1.5 bip01_r_hand = 1.0, 2, 0.0 bip01_r_finger0 = 0.0, 2, 0.0 bip01_r_finger01 = 0.0, 2, 0.0 bip01_r_finger02 = 0.0, 2, 0.0 bip01_r_finger1 = 0.0, 2, 0.0 bip01_r_finger11 = 0.0, 2, 0.0 bip01_r_finger12 = 0.0, 2, 0.0 bip01_r_finger2 = 0.0, 2, 0.0 bip01_r_finger21 = 0.0, 2, 0.0 bip01_r_finger22 = 0.0, 2, 0.0 bip01_l_thigh = 1.0, 8, 1.5 bip01_l_calf = 1.0, 8, 1.5 bip01_l_foot = 1.0, 8, 1.5 bip01_l_toe0 = 1.0, 8, 1.5 bip01_r_thigh = 1.0, 6, 1.5 bip01_r_calf = 1.0, 6, 1.5 bip01_r_foot = 1.0, 6, 1.5 bip01_r_toe0 = 1.0, 6, 1.5 [actor_animation] ;--углы дворота ног актера во время стрейфов (в градусах) fwd_l_strafe_yaw = 45 back_l_strafe_yaw = 45 fwd_r_strafe_yaw = 45 back_r_strafe_yaw = 45 l_strafe_yaw = 10 r_strafe_yaw = 10 [actor_hit_snds] death = actor\die0,actor\die1,actor\die2,actor\die3 burn = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 shock = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 strike = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 wound = actor\pain1,actor\pain2,actor\pain3 ;--,actor\die0 ;-- ,actor\hurt4 radiation = monsters\biting\def_0 ;-- actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4 telepatic = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 fire_wound = actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4 ;--,actor\die0 ;-- actor\pain_1,actor\pain_3,actor\pain_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8 chemical_burn = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 explosion = affects\tinnitus3a wound_2 = actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4 ;--,actor\die0 physic_strike = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Eventuellement peut etre juste en créant le fichier je ne sais pas si le jeu cherche pas par default les fichier dans les repertoire et va les chercher dans les gamedata s'il ne les trouve pas ??
Je testerai cela demain tien
system.ltx
-----------------------------------------------Code:;==================================================================== ;--/ config-file: "system.ltx" ;--/ Last edit: 04.08.2012 ;==================================================================== #include "defines.ltx" #include "prefetch\prefetch.ltx" #include "weathers\environment.ltx" #include "creatures\monsters.ltx" #include "creatures\stalkers.ltx" #include "weapons\weapons.ltx" #include "creatures\actor.ltx" #include "misc\zones.ltx" #include "misc\postprocess.ltx" #include "misc\effectors.ltx" #include "creatures\helicopter.ltx" #include "external.ltx" #include "creatures\game_relations.ltx" #include "misc\items.ltx" ;--/#+# #include "mp\mp_actor.ltx" #include "mp\team_logo.ltx" #include "mp\weapons_mp\ammo_mp.ltx" #include "mp\weapons_mp\weapons_mp.ltx" #include "mp\weapons_mp\outfit_mp.ltx" #include "mp\weapons_mp\items_mp.ltx" ;--/ Game types #include "mp\SoundMessages\mp_snd_messages.ltx" #include "mp\SoundMessages\ahunt_snd_messages.ltx" #include "mp\SoundMessages\dm_snd_messages.ltx" #include "mp\SoundMessages\tdm_snd_messages.ltx" #include "mp\deathmatch_game.ltx" #include "mp\teamdeathmatch_game.ltx" #include "mp\artefacthunt_game.ltx" #include "evaluation.ltx" #include "fonts.ltx" #include "alife.ltx" ;--/ Smart Terrain #include "misc\smart_terrain.ltx" ;--/ Respawns #include "misc\respawn.ltx" #include "creatures\spawn_sections.ltx" ;--/ Extra Content #include "extracontent.ltx" #include "localization.ltx" ;------------------------------------------------ #include "files_sect.ltx" ;--/#+# ;------------------------------------------------ ;------------------------------------------------ ;--/Lost Alpha engine config #include "lost_alpha\lost_alpha_cfg.ltx" ;--/#+# SkyLoader ;------------------------------------------------ ;------------------------------------------------ [inventory] ;------------------------------------------------ take_dist = 2 max_weight = 50 max_ruck = 56 max_belt = 18 ;5 ;16 slots = 11 slot_name_1 = Knife slot_name_2 = "Light gun" slot_name_3 = "Heavy gun" slot_name_4 = Grenades slot_name_5 = Apparatus slot_name_6 = Throw slot_name_7 = Outfit slot_name_8 = PDA slot_name_9 = Detector slot_name_10 = Torch slot_persistent_1 = false ;--/ knife slot_persistent_2 = false ;--/ pistol slot_persistent_3 = false ;--/ automatic slot_persistent_4 = true ;--/ grenades slot_persistent_5 = false ;--/ binocular slot_persistent_6 = true ;--/ bolt slot_persistent_7 = false ;--/ outfit slot_persistent_8 = true ;--/ pda slot_persistent_9 = true ;--/ detector slot_persistent_10 = false ;--/ torch ;-------------------------------------------------------------------- ;--/ Objects ;-------------------------------------------------------------------- [physic_object] GroupControlSection = spawn_group $spawn = "physics\object" $prefetch = 8 class = O_PHYS_S remove_time = 60 ;-- after this time unbreaked removable bone will be removed script_binding = bind_physic_object.init [physic_destroyable_object] GroupControlSection = spawn_group $spawn = "physics\destroyable_object" ;$prefetch = 8 class = P_DSTRBL remove_time = 60 ;-- after this time unbreaked removable bone will be removed script_binding = bind_physic_object.init [lights_hanging_lamp] GroupControlSection = spawn_group $spawn = "physics\hanging lamp" class = O_HLAMP script_binding = bind_physic_object.init [search_light] GroupControlSection = spawn_group $spawn = "physics\search light" class = O_SEARCH cform = skeleton visual = equipments\projector.ogf script_binding = bind_physic_object.init ;-------------------------------------------------------------------- [script_object] GroupControlSection = spawn_group $spawn = "script\script object" ;-- option for Level Editor $npc = on ;-- option for Level Editor ;$prefetch = 32 Scheduled = on ;-- option for ALife Simulator Human = off ;-- option for ALife Simulator cform = skeleton ;-- collision class class = SCRPTOBJ ;-- AI class [custom_script_object] GroupControlSection = spawn_group discovery_dependency = $spawn = "scripts\custom_object" cform = skeleton class = NW_ATTCH visual = equipments\item_fmradio.ogf cost = 0 inv_name = "custom_script_object" inv_name_short = "custom_script_object" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 0, 0, 0 attach_position_offset = 0.08, 0.04, 0.03 attach_bone_name = bip01_r_hand [breakable_object] class = O_BRKBL remove_time = 10 ;--after remove_time seconds object will be removed after it is breaked immunity_factor = 1.3 ;--hit power multiplier hit_break_threthhold = 0. ;--weapon impact can stand breakable_object collision_break_threthhold = 2000.f ;--collision impact can stand breakable_object [climable_object] class = O_CLMBL [ph_skeleton_object] class = P_SKELET remove_time = 120 [graph_point] class = AI_GRAPH $spawn = "ai\graph point" [spawn_group] GroupControlSection = spawn_group $spawn = "ai\spawn group" ;--option for Level Editor class = AI_SPGRP [spawn_group_zone] GroupControlSection = spawn_group_zone $spawn = "ai\group zone" ;--option for Level Editor class = AI_SPGRP [script_zone] GroupControlSection = $spawn = "ai\script zone" ;$prefetch = 4 class = SCRIPTZN script_binding = xr_zones.bind [space_restrictor] GroupControlSection = spawn_group_restrictor $spawn = "ai\space_restrictor" ;$prefetch = 64 class = SPC_RS_S script_binding = bind_restrictor.bind [level_changer] GroupControlSection = $spawn = "ai\level changer" ;$prefetch = 4 class = LVL_CHNG [zone_team_base] $spawn = "network\team base" class = Z_TEAMBS GroupControlSection = spawn_group_zone [spectator] $player = on class = SPECT [??tg_event] class = EVENT ;-------------------------------------------------------------------- #include "lost_alpha\la_objects.ltx" ;--/#+# ;-------------------------------------------------------------------- [sound] occlusion_scale = 0.4 snd_collide_min_volume = 0.1 snd_collide_max_volume = 100. [demo_record] speed0 = 0.3 ;60 speed1 = 3.0 ;60 speed2 = 15.0 ;60 speed3 = 60.0 ang_speed0 = 0.1 ang_speed1 = 0.5 ang_speed2 = 7.0 ang_speed3 = 2.0 ;------------------------------------------------ [explosion_marks] wallmarks = wm\wm_grenade dist = 0.5 ;2.4 size = 0.6 ;0.4 max_count = 5 [bloody_marks] wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3 dist = 3.5 ;2.4 ;--(м) max рассто¤ние отлета крови max_size = 0.8 ;0.3 ;--(м)радиус п¤тна при хите силой nominal hit по большому объекту (по маленькому *0.5) min_size = 0.06 ;--(м)минимальный радиус п¤тна nominal_hit = 0.8 ;--величина номинального хита, при котором разлетаетс¤ максимум крови (max_size) ;--/ капли крови blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4 start_blood_size = 0.4 ;--размер раны чтоб начала капать кровь stop_blood_size = 0.025 ;--размер раны чтоб кровь остановилась (должно быть меньше start_blood_size) blood_drop_time = 0.5 ;--OBSOLETE blood_drop_time_min = 0.8 blood_drop_time_max = 3.0 blood_drop_size = 0.1 ;--размер капли (м) крови, котора¤ упала [pda_spot_highlight] color = 255, 36, 0, 255 [inventory_color_ammo] color = 128, 128, 255, 255 [entity_fire_particles] fire_particles = damage_fx\burn_creatures start_burn_size = 0.0003 ;--размер ожега после которого начать играть партиклы огн¤ stop_burn_size = 0.0001 ;--размер ожега после которого остановить партиклы min_burn_time = 10000 ;--минимальное врем¤ отыгрыша партиклов (даже если рана уже зажила) [hud_cursor] ;--all sizes in percentes from screen length cross_length = 0.0 ;--length "stick" of crosshair min_radius = 0.1 ;--minimal radius max_radius = 0.1 ;--max radius radius_lerp_speed = 1 ;--speed of interpolation placements of crosshair cross_color = 1.0,1.0,1.0,1.0 ;--color of crosshair disp_scale = 0.1 ;--scale of crosshair (relatively radians) [hud_hitmark] hit_mark_texture = ui\ui_hud_hit_mark ;ui\ui_hud_hit_mark ;ui\ui_hud_hit_mark_01 ;ui\ui_hud_hit_mark_02 ;ui\ui_hud_hit_mark_03 ;ui\ui_hud_hit_mark_04 ;ui\ui_hud_hit_mark_05 ;ui\ui_hud_hit_mark_06 ;ui\ui_hud_hit_mark_07 ;ui\ui_hud_hit_mark_08 ;ui\ui_hud_hit_mark_09 ;ui\ui_hud_hit_mark_10 ;ui\ui_hud_hit_mark_11 ;ui\ui_hud_hit_mark_12 ;ui\ui_hud_hit_mark_13 ;ui\ui_hud_hit_mark_14 ;ui\ui_hud_hit_mark_15 ;ui\ui_hud_hit_mark_16 ;ui\ui_hud_hit_mark_17 ;ui\ui_hud_hit_mark_18 ;-------------------------------------------------------------------- [actor_firsteye_cam] apply_inert = on lim_pitch = -1.57, 1.57 lim_yaw = 0, 0 rot_speed = 3.14, 3.14, 0 [actor_ladder_cam] lim_pitch = -1.5, 1.5 lim_yaw = -1.0, 1.0 rot_speed = 3.14, 3.14, 0 [actor_free_cam] ;---------------- apply_inert = off lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 lim_zoom = 0.4, 10 rot_speed = 3.14, 1.0, 10 [actor_look_cam] lim_pitch = -0.7, 1 lim_yaw = 0, 0 lim_zoom = 1.1, 5 rot_speed = 2, 2, 2 offset = 0.4,0.2,-0.2 [mounted_weapon_cam] lim_pitch = -0.5, 0.5 lim_yaw = -2.0, 2.0 rot_speed = 3.14, 1.0, 0 [car_firsteye_cam] apply_inert = on lim_pitch = -0.5, 0.3 lim_yaw = -2.0, 2.0 rot_speed = 3.14, 1.0, 0 [car_free_cam] apply_inert = on lim_pitch = 0, 1.56 lim_yaw = 0, 0 lim_zoom = 1, 7 rot_speed = 3.14, 1.0, 10 [car_look_cam] apply_inert = on lim_pitch = 0, 1.56 lim_yaw = 0 , 0 lim_zoom = 1, 7 rot_speed = 25, 1.0, 10 [actor_look_cam_psp] lim_pitch = -0.7, 1 lim_yaw = 0, 0 lim_zoom = 1.1, 5 rot_speed = 2, 2, 2 offset = 0.4,0.2,0 autoaim_speed_y = 0, 0 autoaim_speed_x = 0, 0 [heli_free_cam] lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 lim_zoom = 5, 25 rot_speed = 3.14, 1.0, 10 [heli_front_cam] ;lim_yaw = -0.01,0.01 lim_pitch = -1.2, 1.2 lim_yaw = -1.5, 1.5 rot_speed = 3.14, 1.5, 0 [heli_look_cam] lim_pitch = 0, 1.56 lim_yaw = 0, 0 lim_zoom = 5, 15 rot_speed = 3.14, 1.0, 10 [interface] font_game = font_game font_small = font_small [zone_pick_dof] far = 10.0 near = -1500.0 ;--параметры показывани¤ вход¤щих сообщений PDA в главном меню [maingame_ui] pda_msgs_max_show_time = 20000 info_msgs_max_show_time = 10000 snd_new_contact = detectors\contact_1 snd_new_contact1 = detectors\contact_8 [multiplayer_skins] stalker_killer_head_1 = 0,380 stalker_killer_antigas = 128,380 stalker_killer_head_3 = 256,380 stalker_killer_mask = 384,380 stalker_killer_exoskeleton = 512,380 stalker_sci_killer = 640,380 stalker_killer_military = 768,380 stalker_sv_balon_10 = 0,705 stalker_sv_hood_9 = 128,705 stalker_sv_rukzak_3 = 256,705 stalker_sv_rukzak_2 = 384,705 stalker_sv_exoskeleton = 512,705 stalker_sci_svoboda = 640,705 stalker_sv_military = 768,705 [main_ingame_indicators_thresholds] ;skyloader: not used, new section is [la_main_ingame_indicators_thresholds] radiation = 0.1,0.25,0.4,0.55,0.7 wounds = 0.01,0.2,0.4,0.6,0.8 jammed = 0.5,0.6,0.7,0.8,0.9 starvation = 0.5,0.6,0.7,0.8,0.9 fatigue = 0.3,0.6,0.7,0.8,0.9 [tutorial_conditions_thresholds] max_power = 0.75 power = 0.1 bleeding = 0.4 satiety = 0.5 radiation = 0.1 weapon_jammed = 0.9 psy_health = 0.5 [squad_manager] schedule_min = 1 schedule_max = 999 [agent_manager] schedule_min = 100 schedule_max = 1000 [collision_damage] bonce_damage_factor_for_objects = 1. [physics] object_damage_factor = 1.2f [details] swing_normal_amp1 = .1 swing_normal_amp2 = .05 swing_normal_rot1 = 30.0 swing_normal_rot2 = 1.0 swing_normal_speed = 2.0 ;--fast swing_fast_amp1 = 0.35;0.25 swing_fast_amp2 = .20;0.15 swing_fast_rot1 = 5 swing_fast_rot2 = .5;0.75 swing_fast_speed = 0.5;1 [script] current_server_entity_version = 7 ;----------------------------------------------------------------- ;--/ Trade ;----------------------------------------------------------------- [trade] ;--коэффициенты изменени¤ цены при торговле в зависимости от отношени¤ к персонажу ;--линейно апроксимируютс¤ между значени¤ buy_price_factor_hostile = 1 ;--коэффициент покупки при goodwill = -100 buy_price_factor_friendly = 1 ;--коэффициент покупки при goodwill = 100 sell_price_factor_hostile = 1 ;--коэффициент покупки при goodwill = -100 sell_price_factor_friendly = 1 ;--коэффициент покупки при goodwill = 100 ;------------------------------------------------ ;--/ √≈Ќ≈–ј“ќ–џ »ћ≈Ќ ;------------------------------------------------ [stalker_names_stalker] name_cnt = 102 last_name_cnt = 599 [stalker_names_bandit] name_cnt = 36 last_name_cnt = 180 [stalker_names_science] name_cnt = 14 last_name_cnt = 27 [stalker_names_private] name_cnt = 1 last_name_cnt = 200 [stalker_names_sergeant] name_cnt = 1 last_name_cnt = 200 [stalker_names_lieutenant] name_cnt = 1 last_name_cnt = 200 [stalker_names_captain] name_cnt = 1 last_name_cnt = 200 ;-------------------------------------------------------------------- [ph_capture_visuals] ;--/ список объектов которые можно таскать. ;-------------------------------------------------------------------- ;--/ bandit actors\bandit\stalker_bandit_1 actors\bandit\stalker_bandit_2 actors\bandit\stalker_bandit_3 actors\bandit\stalker_bandit_4 actors\bandit\stalker_bandit_5 actors\bandit\stalker_bandit_6 actors\bandit\stalker_bandit_7 actors\bandit\stalker_bandit_8 actors\bandit\stalker_bandit_9 actors\bandit\stalker_bandit_borov actors\bandit\stalker_bandit_drunk actors\bandit\stalker_bandit_master actors\bandit\stalker_bandit_veteran ;--/ dolg actors\dolg\stalker_do_antigas actors\dolg\stalker_do_balon_1 actors\dolg\stalker_do_balon_2 actors\dolg\stalker_do_balon_3 actors\dolg\stalker_do_balon_4 actors\dolg\stalker_do_balon_5 actors\dolg\stalker_do_balon_6 actors\dolg\stalker_do_balon_7 actors\dolg\stalker_do_balon_8 actors\dolg\stalker_do_balon_80 actors\dolg\stalker_do_exoskeleton actors\dolg\stalker_do_komandir actors\dolg\stalker_do_mask actors\dolg\stalker_do_mask_1 actors\dolg\stalker_do_nauchniy ;--/ ecolog actors\ecolog\stalker_ecolog actors\ecolog\stalker_ecolog_military ;--/ killer actors\killer\stalker_ki_antigas actors\killer\stalker_ki_exoskeleton actors\killer\stalker_ki_head_1 actors\killer\stalker_ki_head_2 actors\killer\stalker_ki_head_3 actors\killer\stalker_ki_head_4 actors\killer\stalker_ki_head_5 actors\killer\stalker_ki_head_6 actors\killer\stalker_ki_hero actors\killer\stalker_ki_informator actors\killer\stalker_ki_mask actors\killer\stalker_ki_nauchniy actors\killer\stalker_ki_temp actors\killer\stalker_ki_temp2 ;--/ militari actors\militari\stalker_militari_1 actors\militari\stalker_militari_2 actors\militari\stalker_militari_antigas_1 actors\militari\stalker_militari_antigas_2 ;--/ nauchniy actors\nauchniy\nauchniy_0 actors\nauchniy\nauchniy_1 ;--/ neytral actors\neytral\stalker_bar_security actors\neytral\stalker_neytral_balon_1 actors\neytral\stalker_neytral_balon_2 actors\neytral\stalker_neytral_balon_3 actors\neytral\stalker_neytral_balon_4 actors\neytral\stalker_neytral_balon_5 actors\neytral\stalker_neytral_balon_6 actors\neytral\stalker_neytral_balon_7 actors\neytral\stalker_neytral_balon_8 actors\neytral\stalker_neytral_exoskeleton actors\neytral\stalker_neytral_hood_1 actors\neytral\stalker_neytral_hood_2 actors\neytral\stalker_neytral_hood_3 actors\neytral\stalker_neytral_hood_4 actors\neytral\stalker_neytral_hood_5 actors\neytral\stalker_neytral_hood_6 actors\neytral\stalker_neytral_hood_7 actors\neytral\stalker_neytral_hood_8 actors\neytral\stalker_neytral_hood_9 actors\neytral\stalker_neytral_hood_uzor actors\neytral\stalker_neytral_nauchniy actors\neytral\stalker_neytral_rukzak_1 actors\neytral\stalker_neytral_rukzak_2 actors\neytral\stalker_neytral_rukzak_3 actors\neytral\stalker_neytral_rukzak_4 actors\neytral\stalker_neytral_rukzak_5 actors\neytral\stalker_neytral_rukzak_6 actors\neytral\stalker_neytral_rukzak_7 actors\neytral\stalker_prizrak ;--/ novice actors\novice\green_stalker_1 actors\novice\green_stalker_10 actors\novice\green_stalker_11 actors\novice\green_stalker_2 actors\novice\green_stalker_3 actors\novice\green_stalker_4 actors\novice\green_stalker_5 actors\novice\green_stalker_6 actors\novice\green_stalker_7 actors\novice\green_stalker_8 actors\novice\green_stalker_9 actors\novice\green_stalker_antigas ;--/ soldier actors\soldier\soldier_antigas actors\soldier\soldier_bandana actors\soldier\soldier_bandana_1 actors\soldier\soldier_bandana_2 actors\soldier\soldier_bandana_3 actors\soldier\soldier_bandana_4 actors\soldier\soldier_bandana_5 actors\soldier\soldier_bandana_6 actors\soldier\soldier_beret actors\soldier\soldier_beret_1 actors\soldier\soldier_beret_2 actors\soldier\soldier_beret_3 actors\soldier\soldier_beret_4 actors\soldier\soldier_beret_5 actors\soldier\soldier_mask actors\soldier\soldier_obichniy actors\soldier\soldier_spetsnaz actors\soldier\stalker_military_black actors\soldier\stalker_military_green ;--/ stalker_zombi actors\stalker_zombi\stalker_zombie_specnaz actors\stalker_zombi\stalker_zombie1 actors\stalker_zombi\stalker_zombie2 actors\stalker_zombi\stalker_zombie3 actors\stalker_zombi\stalker_zombie4 actors\stalker_zombi\stalker_zombie5 actors\stalker_zombi\stalker_zombie6 actors\stalker_zombi\stalker_zombie7 actors\stalker_zombi\stalker_zombie8 actors\stalker_zombi\zombie_exoskeleton actors\stalker_zombi\zombie_fresh_0 actors\stalker_zombi\zombie_fresh_1 actors\stalker_zombi\zombie_fresh_2 ;--/ svoboda actors\svoboda\stalker_sv_balon_1 actors\svoboda\stalker_sv_balon_10 actors\svoboda\stalker_sv_cook actors\svoboda\stalker_sv_exoskeleton actors\svoboda\stalker_sv_hood_9 actors\svoboda\stalker_sv_hood_91 actors\svoboda\stalker_sv_leader actors\svoboda\stalker_sv_max actors\svoboda\stalker_sv_nauchniy actors\svoboda\stalker_sv_rukzak_1 actors\svoboda\stalker_sv_rukzak_1_1 actors\svoboda\stalker_sv_rukzak_2 actors\svoboda\stalker_sv_rukzak_3 actors\svoboda\stalker_sv_rukzak_3_1 ;--/ ucheniy actors\ucheniy\ucheniy_1 actors\ucheniy\ucheniy_2 actors\ucheniy\ucheniy_3 actors\ucheniy\ucheniy_4 ;--/ monolith actors\monolit\stalker_mo_exo actors\monolit\stalker_mo_head_1 actors\monolit\stalker_mo_head1 actors\monolit\stalker_mo_hood_9 actors\monolit\stalker_mo_mask actors\monolit\stalker_mo_nauchniy ;--/Original monsters monsters\dog\dog monsters\dog\dog_cmn_1 monsters\dog\dog_bulterier monsters\dog\dog_bulterier_dead monsters\dog\dog_dead monsters\dog\dog_red monsters\dog\dog_red_dead monsters\dog\dog_white monsters\dog\dog_white_dead monsters\kontroler\kontroler monsters\kontroler\kontroler_2 monsters\kontroler\kontroler_3 monsters\kontroler\kontroler_4 monsters\kontroler\kontroler_5 monsters\kontroler\kontroler_dead monsters\krovosos\krovosos monsters\krovosos\krovosos_dead monsters\krovosos\krovosos_strong monsters\krovosos\krovosos_strong_xray monsters\krovosos\krovosos_xray monsters\poltergeist\poltergeist monsters\poltergeist\poltergeist_strong monsters\poltergeist\poltergeyst_dead monsters\pseudodog\pseudodog monsters\pseudodog\pseudodog_dead monsters\pseudodog\pseudodog_grey monsters\pseudodog\pseudodog_grey_dead monsters\snork\snork monsters\snork\snork_dead monsters\tushkano\tushkano monsters\tushkano\tushkano_dead monsters\cat\cat ;--/Cut monsters monsters\crow\crow monsters\rat\rat_1 monsters\rat\rat_2 monsters\rat\rat_3 monsters\rat\rat_4 monsters\zombi\zombi_1 monsters\zombi\zombi_1_ghost monsters\zombi\zombi_2 monsters\zombi\zombi_3 monsters\zombi\zombi_4 monsters\zombi\zombi_8 monsters\zombi\zombi_trup monsters\zombi\zombi_trup_2 monsters\karlik\karlik monsters\karlik\karlik_1 monsters\karlik\karlik_4 monsters\dark_stalker\dark_stalker monsters\dark_stalker\dark_stalker_boss monsters\dark_stalker\dark_stalker_novice monsters\dark_stalker\dark_stalker_veteran monsters\dark_stalker\dark_stalker_master monsters\dark_stalker\dark_stalker_general monsters\dark_stalker\dark_stalker_general_1 monsters\dark_stalker\dark_stalker_general_8 ;====================================================================
Actor.ltx
Code:[actor_terrain] 255,255,000,255 [actor]:human_base GroupControlSection = spawn_group $spawn = "actor" $ed_icon = ed\ed_actor $player = on $prefetch = 16 cform = skeleton class = O_ACTOR money = 40 ; option for level editor rank = 3; script_binding = bind_actor.bind ;--/#~# (old: bind_stalker.actor_init) visual = actors\hero\stalker_novice.ogf default_outfit_legs = actors\hero\legs\stalker_novice.ogf destroyed_vis_name = physics\Dead_Body\skelet_crash terrain = actor_terrain max_item_mass = 50.0 jump_speed = 6.5 ;7.0 ;crouch_coef = 0.76 //by CzechDeath was 0.45 ;climb_coef = 0.8 ;run_coef = 2.2 //CzechDeath2.0 ;2.4 ;sprint_koef = 2.4 ;3.0 ;run_back_coef = 1.8 //CzechDeath ;walk_back_coef = 0.8 ;air_control_param = 0.1 ;walk_accel = 16 //Czechdeath ;--SkyLoader: ^ these params dont look adjucted, i mean crouch_coef and run_back_coef crouch_coef = 0.45 climb_coef = 0.8 run_coef = 2.0 sprint_koef = 2.4 run_back_coef = 1.5 walk_back_coef = 0.8 air_control_param = 0.1 walk_accel = 15 ;--радиус в котром над предметами выводятся их названия pickup_info_radius = 5 ;3 grenade_radius = 10.0 ;--расстояние (в метрах) на котором актер чувствует гранату (любую) grenade_time = 0.5 ;--время гранаты (сек) после которого актер чувствует гранату ef_creature_type = 17 ;-- option for evaluation functions ;-- attach params attachable_items = device_torch, hand_radio, hand_megafon ;ph_box0_center = 0.0, 0.9, 0.0 ;ph_box0_size = 0.3, 0.9, 0.3 ;ph_box1_center = 0.0, 0.75, 0.0 ;ph_box1_size = 0.3, 0.75, 0.3 ;ph_box2_center = 0.0, 0.45, 0.0 //0.0, 0.6, 0.0 by CzechDeath ;ph_box2_size = 0.3, 0.45, 0.3 //0.35, 0.6, 0.35 by CzechDeath ;stalker_small_restrictor_radius = .45; ;--SkyLoader: ^ these params are bad, they work incorrect with actor legs ph_box0_center = 0.0, 0.9, 0.0 ph_box0_size = 0.35, 0.9, 0.35 ph_box1_center = 0.0, 0.75, 0.0 ph_box1_size = 0.35, 0.75, 0.35 ph_box2_center = 0.0, 0.6, 0.0 ph_box2_size = 0.35, 0.6, 0.35 stalker_small_restrictor_radius = .55; stalker_restrictor_radius = .55;0.55;0.75;0.9 medium_monster_restrictor_radius = 0.1 ph_crash_speed_min = 14 ph_crash_speed_max = 30 ph_collision_damage_factor = 1.0 ph_mass = 90 weapon_bone0 = bip01_r_finger1 weapon_bone1 = bip01_l_finger1 weapon_bone2 = bip01_r_finger11 damage = actor_damage hit_probability_gd_novice = 0.20 hit_probability_gd_stalker = 0.40 hit_probability_gd_veteran = 0.60 hit_probability_gd_master = 0.80 hit_sounds = actor_hit_snds ;--actor condition immunities_sect = actor_immunities_gd_master condition_sect = actor_condition heavy_breath_snd = actor\breath_1 ;--звук тяжелого дыхания при усталости heavy_blood_snd = affects\heartbeat ;-- heart\8 material = creatures\actor camera_height_factor = 0.87 ;--дисперсия стрельбы с учетом ходьбы и бега disp_base = 0.8 ;--угол (в градусах) разлета пуль, когда актер стоит на месте disp_aim = 0.04 disp_vel_factor = 2.0 ;--на сколько увеличится дисперсия при скрости в 10 м/с (не обязательно при беге) disp_accel_factor = 2.0 ;--еще на сколько увеличится, если актер бежит (+ скорость) disp_crouch_factor = -0.2 ;--уменьшение если актер сидит disp_crouch_no_acc_factor = -0.4 ;--уменьшение если актер сидит + no acceleration ;disp_jump_factor = 2.0 missile_throw_offset = 0.3, 0.5, 0.5 body_remove_time = 60000 ;--время уничтожения трупа (с учетом TimeFactor) sleep_time_factor = 1000 ;400 ;--во сколько раз время идет быстрее, когда актер спит max_sleep_hours = 12 ;--species of monster species = actor ;---STEP MANAGER------------------------------------------------------ LegsCount = 2 step_params = stalker_step_manager foot_bones = stalker_foot_bones memory_update_time = 100 ; visibility parameters DynamicObjectsCount = 32 min_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла max_view_distance = 1.0 ; коэффициент, который множится на eye_range, в зависимости от угла visibility_threshold = 1.0 ; значение, при достижении суммой которого объект считается видимым always_visible_distance = 1.0 time_quant = 0.005 decrease_value = 0.1 ; значение, на которое уменьшается вес, если объект попал в фрустум, но отсёкся по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5;0 ; фактор освещения (только для Актёра) transparency_threshold = 0.4 ; 0.25 still_visible_time = 5000 ; время, которое объект всё ещё считается видимым, даже если он уже не во фрустуме [actor_immunities_gd_novice] burn_immunity = 0.5 ;коэффициенты иммунитета strike_immunity = 0.5 shock_immunity = 0.5 wound_immunity = 0.5 radiation_immunity = 0.5 telepatic_immunity = 0.5 chemical_burn_immunity = 0.5 explosion_immunity = 0.1 fire_wound_immunity = 0.5 [actor_immunities_gd_stalker] burn_immunity = 0.65 ;коэффициенты иммунитета strike_immunity = 0.65 shock_immunity = 0.65 wound_immunity = 0.65 radiation_immunity = 0.65 telepatic_immunity = 0.65 chemical_burn_immunity = 0.65 explosion_immunity = 0.3 fire_wound_immunity = 0.65 [actor_immunities_gd_veteran] burn_immunity = 0.8 ;коэффициенты иммунитета strike_immunity = 0.8 shock_immunity = 0.8 wound_immunity = 0.8 radiation_immunity = 0.8 telepatic_immunity = 0.8 chemical_burn_immunity = 0.8 explosion_immunity = 0.6 fire_wound_immunity = 0.8 [actor_immunities_gd_master] burn_immunity = 1.0 ;коэффициенты иммунитета strike_immunity = 1.0 shock_immunity = 1.0 wound_immunity = 1.0 radiation_immunity = 1.0 telepatic_immunity = 1.0 chemical_burn_immunity = 1.0 explosion_immunity = 1.0 fire_wound_immunity = 1.0 [actor_condition] satiety_v = 0.0 ;--0.000015 ;скорость уменьшения сытости со временем radiation_v = 0.0001 ;скорость уменьшения радиации satiety_power_v = 0.000055 ;увеличение силы при уменьшении сытости satiety_health_v = 0.0001 ;увеличение здоровья при уменьшении сытости satiety_critical = 0.0 ;критическое значения сытости (в процентах от 0..1) когда здоровье начианает уменьшаться radiation_health_v = 0.004 ;уменьшение здоровья при воздействии радиации morale_v = 0.0001 ;скорость восстановления морали psy_health_v = 0.001 ;скорость восстановления psy-здоровья alcohol_v = -0.0003 health_hit_part = 1.0 ;процент хита, уходящий на отнимание здоровья power_hit_part = 0.1 ;процент хита, уходящий на отнимание силы max_power_leak_speed = 0.0 ;накопление усталости (макс граница, до которой восстанавливается сила) в секунду игрового времени max_walk_weight = 60 bleeding_v = 0.0005 ;потеря крови при номинальной ране в секунду wound_incarnation_v = 0.003 ;скорость заживления раны min_wound_size = 0.0256 ;минимальный размер раны, после которого она считается зажившей ;--when actor in sleep satiety_v_sleep = 0.0 radiation_v_sleep = 0.0003 satiety_power_v_sleep = 0.0001 satiety_health_v_sleep = 0.00001 radiation_health_v_sleep = 0.001 morale_v_sleep = 0.0 psy_health_v_sleep = 0.0 alcohol_v_sleep = -0.0005 bleeding_v_sleep = 0.0 wound_incarnation_v_sleep = 0.0 max_power_leak_speed_sleep = -0.00001; health_restore_v = 0.0001 ;;;;;;;; ;--actor_condition only jump_power = 0.01 ;0.005 ;умешьшение силы с прыжком без учета веса ноши jump_weight_power = 0.05 ;0.045 ;умешьшение силы с прыжком с учетом веса ноши, для максимального допустимого веса overweight_jump_k = 5;10 ;10 ;коэффициент влияние перегрузки прыжок с весом (умножается на jump_weight_power) stand_power = -0.005 walk_power = 0.00001 ;умешьшение силы за секнду во время ходьбы без учета веса ноши walk_weight_power = 0.00005; ;умешьшение силы за секнду во время ходьбы с учетом веса ноши, для максимального допустимого веса overweight_walk_k = 5;9 ;10 ;коэффициент влияние перегрузки ноши (умножается на walk_weight_power) accel_k = 3;5 ;коэффициент на бег (умножается walk_power, walk_weight_power) sprint_k = 75;150;185;180;200; ;коэффициент на "sprint" бег (умножается walk_power, walk_weight_power) ;-- хромота limping_health_begin = 0.1 ;--порог здоровья меньше которого актер начинает хромать limping_health_end = 0.2 ;--порог здоровья больше которого актер перестает хромать limping_power_begin = 0.1 ;--порог силы меньше которого актер начинает хромать limping_power_end = 0.2 ;--порог силы больше которого актер перестает хромать use_limping_state = on cant_walk_power_begin = 0.01 ;--порог силы меньше которого актер не может двигаться cant_walk_power_end = 0.10 ;--порог силы больше которого актер сможет двигаться cant_sprint_power_begin = 0.20 ;--порог силы меньше которого актер не может бежать в спринте cant_sprint_power_end = 0.30 ;--порог силы больше которого актер сможет бежать в спринте can_sleep_callback = dream.can_sleep_callback sleep_video_name_callback = dream.sleep_video_name_callback [actor_damage] ;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale> ;<hit_scale> - коэфф. изменения хита (уменьшения здоровья) ;<wound_scale> - коэфф. изменения величины открытой раны ;-1 - нет анимаций, четный номер - спереди, нечетный номер - сзади, УКАЗЫВАЕТСЯ ТОЛЬКО ПЕРЕДНИЙ!!! ЗАДНИЙ НА АВТОМАТЕ default = 1.0, -1, 1.0 bip01_pelvis = 1.0, 10, 1.5 bip01_spine = 1.0, 10, 1.5 bip01_spine1 = 1.0, 0, 1.5 bip01_spine2 = 1.0, 0, 1.5 bip01_neck = 1.0, 0, 1.5 bip01_head = 0.2, 0, 1.5 eyelid_1 = 0.0, 0, 0.0 eye_left = 0.0, 0, 0.0 eye_right = 0.0, 0, 0.0 jaw_1 = 0.0, 0, 0.0 bip01_l_clavicle = 1.0, 4, 1.5 bip01_l_upperarm = 1.0, 4, 1.5 bip01_l_forearm = 1.0, 4, 1.5 bip01_l_hand = 1.0, 4, 0.5 bip01_l_finger0 = 0.0, 4, 0.0 bip01_l_finger01 = 0.0, 4, 0.0 bip01_l_finger02 = 0.0, 4, 0.0 bip01_l_finger1 = 0.0, 4, 0.0 bip01_l_finger11 = 0.0, 4, 0.0 bip01_l_finger12 = 0.0, 4, 0.0 bip01_l_finger2 = 0.0, 4, 0.0 bip01_l_finger21 = 0.0, 4, 0.0 bip01_l_finger22 = 0.0, 4, 0.0 bip01_r_clavicle = 1.0, 2, 1.5 bip01_r_upperarm = 1.0, 2, 1.5 bip01_r_forearm = 1.0, 2, 1.5 bip01_r_hand = 1.0, 2, 0.0 bip01_r_finger0 = 0.0, 2, 0.0 bip01_r_finger01 = 0.0, 2, 0.0 bip01_r_finger02 = 0.0, 2, 0.0 bip01_r_finger1 = 0.0, 2, 0.0 bip01_r_finger11 = 0.0, 2, 0.0 bip01_r_finger12 = 0.0, 2, 0.0 bip01_r_finger2 = 0.0, 2, 0.0 bip01_r_finger21 = 0.0, 2, 0.0 bip01_r_finger22 = 0.0, 2, 0.0 bip01_l_thigh = 1.0, 8, 1.5 bip01_l_calf = 1.0, 8, 1.5 bip01_l_foot = 1.0, 8, 1.5 bip01_l_toe0 = 1.0, 8, 1.5 bip01_r_thigh = 1.0, 6, 1.5 bip01_r_calf = 1.0, 6, 1.5 bip01_r_foot = 1.0, 6, 1.5 bip01_r_toe0 = 1.0, 6, 1.5 [actor_animation] ;--углы дворота ног актера во время стрейфов (в градусах) fwd_l_strafe_yaw = 45 back_l_strafe_yaw = 45 fwd_r_strafe_yaw = 45 back_r_strafe_yaw = 45 l_strafe_yaw = 10 r_strafe_yaw = 10 [actor_hit_snds] death = actor\die0,actor\die1,actor\die2,actor\die3 burn = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 shock = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 strike = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 wound = actor\pain1,actor\pain2,actor\pain3 ;--,actor\die0 ;-- ,actor\hurt4 radiation = monsters\biting\def_0 ;-- actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4 telepatic = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 fire_wound = actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4 ;--,actor\die0 ;-- actor\pain_1,actor\pain_3,actor\pain_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8 chemical_burn = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4 explosion = affects\tinnitus3a wound_2 = actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4 ;--,actor\die0 physic_strike = actor\pain1,actor\pain2,actor\pain3 ;-- ,actor\hurt4
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
Alors...
J'ai copié tes fichiers, je les ai mis dans 2 fichiers ltx (comme je ne savais pas comment faire des ltx, j'ai pris 2 fichiers actor et system d'un autre gamedata) que j'ai placé dans config.
J'ai lancé une nouvelle partie...
CA MARCHE!
Cool, merci Leglod!
Cool donc ca confirme, que le jeu va dabords chercher dans les dossier et s'il trouve pas décompresse les gamedata et prend ce qu'il a besoin , ca explique les freeze parfois si les data sont dans des fichier separer ca fait beaucoup de travail ! moins je cherche le fichier beep du detecteur car il me casse les oreilles :
Si non les fichier LTX c'est juste des fichier texte simple avec notepad !
D'ailleurs je fait faire pareil j'ai plein de docs et d'outillage dans mon inventaire et je ne peux pas les poser et ca pese !
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
N'empêche que c'est de la triche.
Tricher avec STALKER c'est mal, m'voyez.
On ne triche pas ave cun jeu qui bugue on le rend plus agreable
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ
La Bibliothèque idéale de l'imaginaire, c'est bon pour les noeils et l'esprit.
Bein quand tu t'ai trainer 3 fois ou plus le long d'une map et que ca a planter au bout, bein ca saoul ! si non ya des trainer pour avoir vie infinie argent infinie ect ....
La meilleur façon de customiser son PC pour pas cher -> https://www.youtube.com/watch?v=hFWShjB3zaQ